Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!
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IG - current status and feedback | Locked | |
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Apr 8 2020 Anchor | ||
Related to the recent update: The sole unit that's OP in the IG's army is currently the Demolisher tank and that one wasn't nerfed enough ! What the Demolisher Tank does: The IG's Punsiher tank is useless right now because the Inferno tank is faster moving, also useful vs infantry but also vs demons and structures and drops enemy morale better. Meanwhile the Vanquisher tank deals better damage vs heroes, tanks and aircraft while overall not being much worse than the Punisher. The Punisher would need something special, like dropping enemy armor the longer it fires at them or slowing them down while attacking them. Also bolter vs flamer upgrades should be a decision: bolter = better single target damage; flamer = better for area damage. Currently flamer is better because it never misses, also drops morale and does area damage while the bolter can't compete and that's the case for most units. IG's garisson ability needs an upgrade for damage later on, if not 2 or 3 even (apocalypse tier still looks pretty empty on IG's side) as it turns into minor, ingoreable damage extremely fast and can also be outranged. The Sentinel walker's main gun isn't good enough vs infantry. It should be an excellent choice against infantry squads (Cultists) while currently it's something between good to mediocre and the weapon isn't even mediocre vs anything else, not even vs heavy infantry. The flamer and autocannon upgrade are well but the Lascannon deals disappointing damage vs vehicles and structures compared to the missile launcher while it should be an upgrade for that one, as it's only available later on but neither it's range (roughly the same as the missile launcher) nor it's "never misses" ability make up for it's lack of damage - it's outperformed by the missile launcher vs vehicles and some structures. The Sentinel's plasma upgrade is actually a downgrade that you pay for because despite dealing area damage and a good amount of it it misses by far and a lot so that this doesn't even make up for the weapon's plus sides by catapult this choice right into garbage tier territory. The IG's sandbag guy infantry (always forget the name) still has a HP bug when changing in an out of sandbag mode, losing HP once leaving it if any armor upgrades have been researched. The unit also sometimes upon deploying warps back to it's previous spot or turns into the wrong direction. It'd also be nice to see the weapon upgrade that this unit has, once it's in mobile mode again, which currently can't be seen, unless the unit is deployed again. Imperial Brawlers are still useless and should be renamed to Comissar Cadets. Even with all upgrades and a priest attached to get the attack bonus maxed out their damage, survivability and usefulness on the battlefield is still questionable. To compare: Riders are fast and cheap to reinforce, move fast and can use grenades. Ogryns are just lethal in melee combat and also useful vs vehicles and structures. Meanwhile the Cadets die easily, can be knocked around by any unit that can do that, have morale issues, are too expensive to reinforce, it takes too long to reinforce them, their damage and survivability is always questionable, they get no grenades but also no other squad members like banner carrier or medic and their attacks, even if upgraded with power fists, have no special (or noticeable) effect on any enemy unit. Imo these need major buffs because I've tried to put them to good use in a variety of situations but they struggle to compete even at a mediocre level. Reinforcing these should both be cheaper and faster. Their damage should be better if a Comissar is part of their squad (already trainable via squad menu). The units should either regenerate health faster while in combat (zeal) or get +1 squad unit that isn't a Cadet per tech tier, so that they can train a medic and banner carrier on their squad too with +2 tiers. 1 layer of ranged damage protection on them, always active, would also help with survival and justify keeping their high reinforcement costs (but not the high time - this needs to be lowered !) and knockback protection is a must have to be on a level with other melee oriented units. As melee units these are meant to tie up other melee units instead of having those attack the IG's ranged units as well as relevant ranged units of the enemy but currently all they do is die and getting knocked around while reinforcing too slow and costing a lot. Their damage observed vs infantry, vehicles and structures, fully upgraded and with a priest attached wasn't ever impressive either. Maybe have Power Fists disable the special abilities of units hit for a short time and slightly EMP vehicles, adding up to a full EMP lock on multiple hits ? I don't know, this unit desperately needs a role that works for it. For the Riders I wish their squad leader would have a rally ability at tier1. Also Rider versions of banner carrier (tier2) and medic (tier3) and better grenade recharge time (tier4) would be nice. The Marauder bomber still bugs out after a few bomb drops and becomes unusable. IG sniper weapons aren't good enough. They're being specialized anti infantry weapons that aren't good enough vs heavy infantry but don't just oneshot mere infantry either. This needs a damage ugprade in both variants as these anti (heavy) infantry limited weapons are outperformed by basically every other choice that is also usable against (heavy) infantry. Rate of fire and damage need to improve in return for having a limited anti (heavy) infantry role. They're also pretty expensive compared to the other weapon upgrades (more than twice the price). So they need to be good and not equal or worse (which is even true if just used as fire support & morale breaker - flamers do better vs infantry, plasma gun / melta vs heavy infantry and also vehicles and structures). Walls shouldn't be able to have units enter them, as that's currently the case as these should not be accessible structures by their concept. Of the Baneblade tank versions the Stormlord (the one with the 2 autocannons vs infantry) is descriped as a dedicated anti infantry tank version but it can't even detect assassins running past it. If dealing with (heavy) infantry this unit should be a beast to make up for it's relic cost, being higher than that of a normal Baneblade, and for it's more narrow role (only useful vs (heavy) infantry). But the unit doesn't really impress. It can't detect stealth units so it needs assistance vs Dark Eldar, it takes about the same anti vehicle damage as the other units. Infantry, such as Dark Eldar infantry, may happily leave and life because attacking anything doesn't slow down the units under fire. Continuous attacks also don't shred through enemy armor so that this unit becomes useful against other targets over time at least. It can also only focus fire and not put several squads under pressure at once. The morale breaking is only in the tooltip but not on the field - that value is actually low. Of various IG squads the support units (medic, banner carrier etc.) that can be trained at the squad instead of needing to be attached don't scale with the squad properly and are affected by either lack of health, armor, movespeed, knockback immunity or damage output. I've also noticed that units like Psyker and Priest die easily despite their good health - maybe pump up their armor a bit as the tech tiers go up ? Otherwise reinforcing them should be a squad menu thing instead of having to constantly fiddle with the HQ and unit drops via Communications Tower or structure transporttation network and then fiddling around on the field with attaching the unit to the right squad. Comissars should be able to execute squad members at tier0 already. Either that or disallow Dark Eldar to have increased morale drop until they reach tier1. You can't win a single battle against these as IG early on otherwise with the lack of vehicle access and lack of morale restore too. The General's squad units should be elite status - meaning some extra health, armor damage compared to the regular versions, maybe scale with some of his upgrades, if that is possible. They're affected by knockback which makes them quite ineffective and die too easy compared to other heroes. An upgrade for minefields would also be nice at some certain tech tiers, to be able to construct them faster, then cheaper, lastly to have them deal more damage. PS: Can't Sentinels create Minefields instead of having Tech Priests do this ? Would be nice for traps and securing areas. There's also still a bug with the 2 infantry heroes that can be trained at the barracks: If you load any of them into a transport or structure the bonus that they granted is lost (extra relic points / morale & void shields / HP / infantry- or vehicle cap), even when unloading them again and the only solution to this is to kill the unit, build that unit again and pay for the upgrade again. So while there's that special tank that they can train and that's meant to be entered by either one of them to receive some nice extra values that's a no-go if you want to keep your bonus values. It's a broken mechanic ! An upgrade for the tank traps and structures in general at tier1 would also be nice, making them inflict a bit of damage to melee units attacking them: razor wire. Doctrins: How about having these ALL available as a mechanic of mobilizing the Guard: infantry doctrine with the 1st HQ upgrade - when it's all about infantry battle anyways - but that requires certain infantry upgrades to be unlocked; similar thing for vehicle at the 2nd HQ upgrade, aircraft at the next tech tier, artillery at the next and titan at the next. I don't really see a point in having to pick one when the IG is an actual army where you can't spam a certain type of unit alone to win - or it would be stupid to tedious to do so. Actually the IG needs all of it's arsenal. And I'd be proud if I could. Walls: Across all factions these are too fast to construct and while I see the interest to arm them their HP is to be considered when doing so, meaning: upgrading the wall with a weapon should cost more then just a penny and take a long time. Try the following: add 3-5 upgrades to each wall type, each increasing that wall's HP and armor bit by bit, but only for that single unit alone. That way walls could be used to reinforce an area, but not immediately, that'd cost resources and time while initially there could at least be the weakest wall version to have ~something~. Makes it less of a 0 and 1 game where you either have something or you don't and more about a manageable defense and counter reaction. It'd not be wrong either if melee units could reduce structure armor the more often they attacked the same one (not permanently but while the attacks keep coming). IG's resource caps are currently weird: While early on they use infantry and need a lot of requisition for training these units, reinforcing them and the general base buildup they later on need power a lot for techs, vehicles and some special abilities. Yet the IG's power resource caps out at 800, which contradicts with the Thermo Generato's Apocalypse upgrade of +10% power income, which mostly doesn't work well with this setup. Especially on multiple of these generators that upgrade is useles in terms of the power bonus it grants (while still being very useful for it's other effects but still that one doesn't work well). So either each of this should increase the cap (if that is even possible) or the cap itself should be increased right away. That'd be far more helpful. Edited by: UsernameUsernameRev |
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Apr 9 2020 Anchor | ||
Yeah, Demolishers don't work at all like they're supposed to. On the tabletop and in the lore they're short range direct fire, but I can (for instance) build Demolishers on Deadman's Crossing and bombard the structures around the relic with them from my base over the ridge. That shouldn't be a thing they can do. |
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Apr 14 2020 Anchor | ||
All baneblades are underpowered in offensive capabilities pretty much. I find that all models of the Leman Russ tanks, whilst not the most powerful things ever, are very much capable of dishing out punishment and living up to their stated damage-per-minute. Now compare the Leman Russ tanks to their corresponding Baneblade version. The baneblades do a quarter (sometimes worse) of the DPM that the baneblades do. The baneblade armed with the plasma blastgun (a TITAN weapon!) does less than one quarter of the damage that the plasma cannon armed Leman Russ does. As such, the Baneblades (which should be your go-to heavy armour in the mid to late game or at least the heavy core of your armoured forces) are useless against titans, heroes, buildings, advanced infantry (i've had baneblades get dominated by a team of terminators before) etc. |
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Apr 15 2020 Anchor | ||
yellowberryalexkahn The thing that works for the Baneblades currently is how tanky they are and that should be considered when asking for more damage output. Something else: There are also hotkey conflicts across the various units of the races, like the Kasrkin bonus grenade and regular grenade using the same hotkey. Further playthroughs - things I label as important: Edited by: UsernameUsernameRev |
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Feb 17 2021 Anchor | ||
I actually made a thread about the IG's poor performance and outclassing at nearly every level two years ago. I was utterly ignored despite nearly everyone agreeing with me. The recent update gave them a nice buff, but they still need a lot of work to be viable long term. At least now they can hold on a little longer since the infantry do more damage. Good luck getting them to properly buff IG artillery or tanks, it will never happen. They buff it in one spot but nerf it in another. Literally just give them HP, damage, and armor boosts and leave it. Giving them extra damage and then decreasing armor pen is just stupid, or giving them an HP boost and removing armor is completely pointless. They are seemingly terrified of buffing the guard in any meaningful way. Which is funny because the IG are one of the largest and most powerful armies in WH40k, known for their support power, tanks, and endless numbers that rival Orks and Tyranids combined. Don't even get me started on the baneblades, which are criminally underpowered. IG sucked in the base game, and they aren't very good in UA. Oh well. Edited by: Admiral_Gaarn |
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